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modules/javafx.graphics/src/main/java/javafx/scene/transform/Rotate.java

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*** 42,59 **** * coordinates so that the anchor point is at the origin (S1), then rotating them * about the new origin (S2), and finally translating so that the * intermediate origin is restored to the coordinates of the original * anchor point (S3). * <p> ! * For example, the matrix representing the returned transform of ! * new Rotate (theta, x, y, z) around the Z-axis ! * ! * is : * <pre> ! * [ cos(theta) -sin(theta) 0 x-x*cos+y*sin ] ! * [ sin(theta) cos(theta) 0 y-x*sin-y*cos ] ! * [ 0 0 1 z ] * </pre> * <p> * For example, to rotate a text 30 degrees around the Z-axis at * anchor point of (50,30): * <pre>{@code --- 42,57 ---- * coordinates so that the anchor point is at the origin (S1), then rotating them * about the new origin (S2), and finally translating so that the * intermediate origin is restored to the coordinates of the original * anchor point (S3). * <p> ! * The matrix representing the rotation transformation around an axis {@code (x,y,z)} ! * by an angle {@code t} is as follows: * <pre> ! * [ cos(t) -sin(t) 0 x-x*cos(t)+y*sin(t) ] ! * [ sin(t) cos(t) 0 y-x*sin(t)-y*cos(t) ] ! * [ 0 0 1 z ] * </pre> * <p> * For example, to rotate a text 30 degrees around the Z-axis at * anchor point of (50,30): * <pre>{@code
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